Travincal Running WW Barb Mini-Guide

Re: Travincal Running WW Barb Mini-Guide

So my whirler is just about ready to run trav. For the time being, he has 2x oath eth small crescents, but that'll likely change to something much better soon ;) I have arreat's and it'll probably get upped. SoE will as well I would guess. What do you guys like for armor both on the barb and merc?

I have a forti archon plate, CoH wire fleece, 2x Treachery, one in an eth hellforge plate, one wire fleece, arkaine's valor, black hades, and a couple others, but those are the big ones I was thinking. If I could, I'd do an eth forti on my merc and my regular forti AP for me, but I haven't found another Lo yet. It'd probably go into a grief anyway. Thoughts?
 
Re: Travincal Running WW Barb Mini-Guide

If no enigma, I'd say go with fortitude on yourself. Even if you have enigma, I dunno. Depends on your kill speed. I get decent run times with fort/griefs. I gotta say though, GA+Kiras+Reapers on merc really is tough to beat in trav runs.
 
Re: Travincal Running WW Barb Mini-Guide

Enigma beats all other armors. Council members are easy to deal with with oaths, Fortitude will only slow you down. You lose much time running to them, entering durance to have merc with you, and then some time passes when merc walks toward enemy... Simply put, if you wanna have decent running time, you should be able to travel fast there and have mobility, because killing is not problem here. So, if you have 45 sec killing speed with fortitude, it's decent time, but with nigma you would have under 40 in that case.

Since you don't have Enigma, Forti will serve you well if you want that. CoH is also very comparable to Forti (even better perhaps). Grants almost as much damage, but also grants other mods like + skills for better hork, increased speed, resists if you need them... With Coh, you can go more on strength build because you would be safer with mass resists and life steal bonus, so overall I believe CoH is better option than Forti. Ah yes, MF also.
 
Re: Travincal Running WW Barb Mini-Guide

CoH doesnt add almost as much damage as Fort. The plus skills do help increased run walk for speed in getting there and hork. If your running trav why bother with MF theres other much better MF area's. Maxed resists with Fort isnt a problem for that matter. Also you can get a map where all the council is off to the right inside the room pop into durance to collect your merc and back out, it saves time since you then dont have to wait for your merc. My grief zealot does the runs in under 40 seconds unless theres a PI wearing fort. My WW barb is close.
 
Re: Travincal Running WW Barb Mini-Guide

In terms of damage the difference isn't that much (200ED to demons 20ED from strenght 16 ED from 2 skills vs 300ED) (but forti also gives live that can be "converted" into strenght).

The thing is, if someone doesn't have enigma, the Ber from CoH should wait for a Jah. I'm not sure if many make a CoH before 'Nigma.
 
Re: Travincal Running WW Barb Mini-Guide

lol

CoH does add as much dmg as fort I think, just slightly less.

200ed to demons + 20 str + 2 skills (26 ed from ww and mastery) and if we assume standard gear for trav runner you would get 2% DS from mastery (translated to 1% effective DS). Considering DS affects your total ED, it would add 1% of your total dmg (350 from LoH + 246 from CoH + 313 from skills + 200 ed from str + 200 might merc) 1% of 1309 is still 13. So 246 + 13 = 259 ED total. Close enough to fort? Also you get 1% hork more (assuming standard setup) and inc speed (that you need considering you don't have teleport) etc etc etc. Also bear in mind that + skills from CoH do affect AR on weapon mastery what leads to more consistent attacks aka more dmg. Also 8% leech isn't tosser, and 8% DR gives you 8% more effective life meaning you can add more str since both armors cover resists pretty well. MF is just useful add. You won't cry about loosing it but you won't want it removed from item.

And you have 0% of corpse shattering with CoH compared to cold armor proc from fort that has low chance to kill corpse, but still can do it.

I'd say CoH is overall better armor. Small difference in ED but lots nicer stats to boost overall. Interchangeable armors, but small advantage goes to CoH imo.

Also, I'd like to see video of close to 40 sec fort trav runs. In order to be effective without barb you need run times close to 25 sec; 40 sec from zealot is very far from that number. Close to 40 sec with fort barb...video or I'm not buying it. Even best runners (scrcrw excluded) have huge problems getting lower then 40 sec with enigma. Without it, I'm pretty sure it's impossible (close being +-20% run times at most).
 
Re: Travincal Running WW Barb Mini-Guide

I havent timed the Barb its not as fast as the zealot for sure, close but not as fast. I never claimed a zealot was the most affective trav runner merely said that I ran it in under 40 seconds with my pally, using ****+charge of course. I run the barb because horking way more than makes up the difference in run times. As far as buying it or not I really could care less if you do.
 
Re: Travincal Running WW Barb Mini-Guide

Enigma beats all other armors. Council members are easy to deal with with oaths, Fortitude will only slow you down. You lose much time running to them, entering durance to have merc with you, and then some time passes when merc walks toward enemy... Simply put, if you wanna have decent running time, you should be able to travel fast there and have mobility, because killing is not problem here. So, if you have 45 sec killing speed with fortitude, it's decent time, but with nigma you would have under 40 in that case.

Since you don't have Enigma, Forti will serve you well if you want that. CoH is also very comparable to Forti (even better perhaps). Grants almost as much damage, but also grants other mods like + skills for better hork, increased speed, resists if you need them... With Coh, you can go more on strength build because you would be safer with mass resists and life steal bonus, so overall I believe CoH is better option than Forti. Ah yes, MF also.

I made CoH before enigma because I felt like it lol. I made it ~3 months ago, and the ber would still be in my stash if I hadn't. I don't have a jah, nor other runes to cube one, and I've gotten infinitely more use out of the CoH than a stashed ber really. thinking back, I probably should have made nigma, but I'm happy with my decision. I'll probably try both CoH and forti in trav and see which one I like, but I'm thinking CoH is going to be the way to go.

ND - I have GA/Kira's/Reaper's, I just forgot to mention the GA lollll. My Kira's is eth too :)
 
Re: Travincal Running WW Barb Mini-Guide

Perhaps you quoted wrong?
Anyway, try it out, it's the best way in this game. Then you'll know which way to go.
 
Re: Travincal Running WW Barb Mini-Guide

Ah crap, yeah wrong quote hahaha. I'll give CoH a shot - I have a feeling it'll be my armor of choice in this case.
 
Re: Travincal Running WW Barb Mini-Guide

If you play on p7/p8, fortitude gives you a considerable advantage over anything else. Councils are one of those areas where CoH can actually be close in terms of damage ( due to them all being demons ) but there still isn't much reason to use it over fortitude.
 
Re: Travincal Running WW Barb Mini-Guide

How much does clvl affect these runtimes?

I just got to trav, clvl 76, and while I don't struggle with surviveability at all, even on p1 it takes forever.

Gear:

Arreat's
Mara's (HLW hasn't dropped yet :()
Ravenfrost
dual leech 11@res +27LR +AR ring (Likely the best piece of equipment I own)
gores
CoH/fort
SoE
LoH
Dual Oath eth small crescents, both with pretty crappy ED though. I'm waiting for 1.07 bases to reroll them in.

Switch is dual hoto.

Charms are almost entirely max dmg/AR charms, with a couple resist charms tossed in for good measure. Thoughts? I don't have another Lo to make Grief yet :(
 
Re: Travincal Running WW Barb Mini-Guide

Let's just say 10 levels will make a huge difference in your CtH. 15 will be even better.

I don't have a great idea from your equipment (because I've never run one of these), but I think that it's probably your best bet. Ignore target defense doesn't work on bosses iirc, including bosspack uniques. Just in case you were wondering that.
 
Re: Travincal Running WW Barb Mini-Guide

I wouldn't even start trav before lvl 87. Though if you're only doing p1 runs you could start earlier I guess.

Just finish the game. Make pat and you'll be close to a good level to start.
 
Re: Travincal Running WW Barb Mini-Guide

I wouldn't even start trav before lvl 87. Though if you're only doing p1 runs you could start earlier I guess.

Just finish the game. Make pat and you'll be close to a good level to start.

This makes me feel better hahaha. I thought I was doing it all wrong!
 
Re: Travincal Running WW Barb Mini-Guide

Only one comment. Remove that Ravenfrost. You will shatter some corpses with it, making your horking ability less useful. Take some other ring and don't use any cold damage source from equipment/charms.
 
Re: Travincal Running WW Barb Mini-Guide

I wouldn't even start trav before lvl 87. Though if you're only doing p1 runs you could start earlier I guess.

Just finish the game. Make pat and you'll be close to a good level to start.

as he said. finishing the game is advised, but you probably did it already anyway. unless you want to save that experience boost from the ancients.
i started running trav with a low level, too, don't remember, 80 or slightly above, i guess. but - if p3 is doable, you can get plenty of xp just from running the council. every level will make a difference, i felt it a lot especially on my merc. with each level his survivability against conviction aura bosses increased a lot. i actually leveled my barb from that rather low level to now lvl 93, soon 94. you can easily level to 90 just by killing the council again and again.....

as for armor: enigma is surely the best. i agree. the teleport is superior to any damage boost from any armor. my prefered alternative is still an upped skullders - i know there are better MF areas, but i combine a slightly inferior rune hunting with some ok MFing; and i need to find a better gheed's, i have at least 5, but my best gives 33% MF. next choice for me WOULD be CoH if available, the +2 skills (which also helps with iron skin, shout, battle orders, berserk) is superior imo to fortitude.

one thing i wanted to mention as an addendum to fabian's guide is that naj's puzzler on switch is also a good source for teleport. 5 skill points less for horking and warcries, but you don't have to give up highlord's. as soon as i find a good tele barb amulet i will switch, though. have only one HOTO, not sure i should make a second one just for that, vex is quite a valuable rune, still.....
 
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